65,935 research outputs found
Evaluating the development of wearable devices, personal data assistants and the use of other mobile devices in further and higher education institutions
This report presents technical evaluation and case studies of the use of wearable and mobile computing mobile devices in further and higher education. The first section provides technical evaluation of the current state of the art in wearable and mobile technologies and reviews several innovative wearable products that have been developed in recent years. The second section examines three scenarios for further and higher education where wearable and mobile devices are currently being used. The three scenarios include: (i) the delivery of lectures over mobile devices, (ii) the augmentation of the physical campus with a virtual and mobile component, and (iii) the use of PDAs and mobile devices in field studies. The first scenario explores the use of web lectures including an evaluation of IBM's Web Lecture Services and 3Com's learning assistant. The second scenario explores models for a campus without walls evaluating the Handsprings to Learning projects at East Carolina University and ActiveCampus at the University of California San Diego . The third scenario explores the use of wearable and mobile devices for field trips examining San Francisco Exploratorium's tool for capturing museum visits and the Cybertracker field computer. The third section of the report explores the uses and purposes for wearable and mobile devices in tertiary education, identifying key trends and issues to be considered when piloting the use of these devices in educational contexts
The use of animated agents in eâlearning environments: an exploratory, interpretive case study
There is increasing interest in the use of animated agents in eâlearning environments. However, empirical investigations of their use in online education are limited. Our aim is to provide an empirically based framework for the development and evaluation of animated agents in eâlearning environments. Findings suggest a number of challenges, including the multiple dialogue models that animated agents will need to accommodate, the diverse range of roles that pedagogical animated agents can usefully support, the dichotomous relationship that emerges between these roles and that of the lecturer, and student perception of the degree of autonomy that can be afforded to animated agents
The role of Guanxi on Chinese leadership innovation:the pilot study on the electric motor sector
This research aims to examine the existence and nature of complex business-social relationships in the Chinese context (Guanxi) and evaluate how these relationships influence the behaviors of managers in State-owned Chinese engineering firms. Research on Guanxi is comprehensive though little work investigates internal influences and how internal relationships may mirror or replicate external Guanxi. This study uses a snowball sample of 66 senior managers across the key functional disciplines in typical large Chinese firms and explores how often strategic level problems in the firm are solved through relationships outside, inside or between the companies. Do Guanxi networks penetrate the organization itself and are there relationships that are unique to internal networks? The research finds that problem solving at strategic levels are often through internal and external networks, rather than internal management structures, but also that different problems complexities typically demonstrate unique problem-solving networks. The research identifies three different forms that these relationships take: Internal, inter-firm and hybrid relationship modes. Implications for this work suggest problem solving in Chinese firms is enhanced through cooperation and mutual respect, and likely to be inhibited by traditional Western approaches to management
Vol. 25 no. 1 Semester 1 (2013)
https://researchonline.nd.edu.au/in_principio2010s/1008/thumbnail.jp
Managing rapport in intercultural business interactions: a comparison of two Chinese-British welcome meetings
This paper explores the management of rapport in intercultural business interactions. It compares two Chinese-British business welcome meetings that were held by the same British company. Despite many similarities between the two meetings, both the British and the Chinese were very satisfied with the first meeting, while the Chinese were very annoyed by the second. This paper describes the similarities and differences between the two meetings, and explores why they were evaluated so differently. It argues that research into the management of relations in intercultural communication needs to use a broader analytic framework than is typical of intercultural discourse research, and that it needs to gather a wider range of data types
Understanding the Workforce Needs of New Jersey's Retail Industry
Explores the changing skill and education needs of the modern retail workplace. Identifies key skills employers require and the jobs for which employers report the most difficulty finding and keeping skilled workers
Exploring the forms of sociality mediated by innovative technologies in retail settings
The retail setting is characterized by an increasing usage of advanced and interactive technologies (i.e. mobile apps, Near Field Communication, virtual and augmented reality, etc.) based on high connectivity, ubiquitous and contactless systems that enhance and support consumer shopping experience. As a result of the consumersâ interaction with technology while shopping, technology-enriched stores provide new experiences and enable different forms of sociality. The aim of this paper is to explore the forms of sociality mediated by innovative technologies in retail settings. To achieve this goal, we use a qualitative approach involving 20 young consumers in the London-based market, where technology use by this group of consumers is growing. Findings show that digitally-mediated in-store activity mainly responds to a need for advice and trust, and the forms of sociality deployed around it are essentially ephemeral, low-intensity and publicity-oriented modes of interaction that echo the principles of ânetwork socialityâ described by critical media theory
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